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Post by comb on Nov 7, 2017 22:29:41 GMT -5
So i got these sims 2 conversion Christmas trees and they all have a strange issue with showing the outline of objects behind them and i was wondering what i would need to do to fix this and or if i should just redo the trees myself?
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Post by comb on Nov 9, 2017 6:45:16 GMT -5
Bump
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Post by cervidantidus on Nov 10, 2017 11:41:23 GMT -5
Some of my custom content has this issue too, including unlocked versions of maxis objects.
What you're seeing is the ambient occlusion (it's what darkens the "corners" of objects/walls/combinations of the two), and it's visible through some maxis default assets too (mostly background assets- the steamboat is a particularly egregious example).
Why it happens, I don't know. Would be wonderful if this is something that can be batch-fixed as it's destroyed some of my CC.
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Post by brujah on Nov 10, 2017 19:09:12 GMT -5
Share an offending .package and someone can take a look. I have an idea but I would need to see it to know for sure.
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Post by cervidantidus on Nov 11, 2017 21:47:19 GMT -5
modthesims.info/d/543012The mailbox and street lamp from this set do it. The mailbox actually became invisible EXCEPT for some shadows, but the street lamp has the same issue as in the OP. I do not remember if it always did or not but I am pretty sure it didn't.
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Post by comb on Nov 13, 2017 4:44:04 GMT -5
Share an offending .package and someone can take a look. I have an idea but I would need to see it to know for sure. Oh sure thing! Sorry i didn't think anyone would actually help .package
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Post by fursims on Nov 13, 2017 16:06:33 GMT -5
I actually got this issue after the C&D patch/EP, since when do you have this problem?
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Post by comb on Nov 13, 2017 19:26:09 GMT -5
I actually got this issue after the C&D patch/EP, since when do you have this problem? I just got this after cats and dogs and it only happens to cc
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Post by brujah on Nov 13, 2017 21:13:19 GMT -5
So here is what I did: - tested in my game with no changes to see if it was PC related... still see through
- cloned the exact plant you used using the updated S4S and tested with no changes... not see through
- compared shader settings between the two... they are the same
- exported a few resources from your .package (the high lod mesh and both diffuse textures as .dds and .png)
- checked the UV mapping on the mesh and noticed it was outside of the texture area
- adjusted the UV to be inside the texture area, re-imported, tested in game... still see through
- opened all textures to verify transparency/opacity... all good there
- added the light source on the new clone to match the one in your package and tested... not see through
- imported the mesh and tested... not see through
- imported each texture and tested separately... not see through
I can only suggest to make a new clone and import each of your resources, testing after each import. This way you can identify exactly where the issue is. If this .package was created pre-pets/patch then there could be an incompatibility somewhere and making the new clone could fix it.
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Post by comb on Nov 13, 2017 23:53:11 GMT -5
So here is what I did: - tested in my game with no changes to see if it was PC related... still see through
- cloned the exact plant you used using the updated S4S and tested with no changes... not see through
- compared shader settings between the two... they are the same
- exported a few resources from your .package (the high lod mesh and both diffuse textures as .dds and .png)
- checked the UV mapping on the mesh and noticed it was outside of the texture area
- adjusted the UV to be inside the texture area, re-imported, tested in game... still see through
- opened all textures to verify transparency/opacity... all good there
- added the light source on the new clone to match the one in your package and tested... not see through
- imported the mesh and tested... not see through
- imported each texture and tested separately... not see through
I can only suggest to make a new clone and import each of your resources, testing after each import. This way you can identify exactly where the issue is. If this .package was created pre-pets/patch then there could be an incompatibility somewhere and making the new clone could fix it. Alrighty thanks! Let me give this a try!
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Deleted
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Post by Deleted on Nov 14, 2017 4:32:20 GMT -5
After lots of testing I found that if you created an incorrect shadowlod the object is see-through
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Post by comb on Nov 16, 2017 0:55:29 GMT -5
I will say i have no idea what to do im completely dumped
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Post by Deleted on Nov 16, 2017 23:06:04 GMT -5
I will say i have no idea what to do im completely dumped Hi, create your mesh as usual and then follow OM's Tutorial scroll down till F. Creating your LOD 0 shadow mesh (point 18) and create your shadowlod
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Post by comb on Nov 17, 2017 8:01:06 GMT -5
I will say i have no idea what to do im completely dumped Hi, create your mesh as usual and then follow OM's Tutorial scroll down till F. Creating your LOD 0 shadow mesh (point 18) and create your shadowlod I didn't do the conversion of these but tried to fix it but they already have there things set?
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Post by Deleted on Nov 17, 2017 8:40:03 GMT -5
Normally if they where created correct yes but they could be incorrect, just check in S4Studio, Meshtab the shadowlods, it has to show the same mesh in white, if not they are incorrect and you have to create correct shadowlods Update: I've checked your .package, opened it in blender and I think the UV mapping is incorrect, all the selected shapes are outside the canvas Maybe thats what causes the problem. Try to remap the UV or try Brujah's suggestion
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